History TroubledProduction / VideoGames

21st Sep '16 7:23:58 AM Berrenta
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** Later, in January 2016, several things happened: [[http://www.furaffinity.net/journal/7298947/ an interview]] on FurAffinity with the developers was released, confirming that the project was cancelled. A comment by Stevens that suggested that he was entitled to the raised money ignited a massive InternetBackdraft. As documented [[https://www.youtube.com/watch?v=KTG_pSJoz40&feature=iv&src_vid=b4Sq6pkQBTc&annotation_id=annotation_2029632283 here]], several voice actors (including {{Creator/Danielle McRae}}), animators and others involved with the project -- one by one -- publicly recounted their poor experiences with it during development, which [[CreatorKiller further tattered the image of Stevens and Evil Dog]]. Meanwhile, the thousands of campaign backers who couldn't get refunds were equally livid, with many proclaiming Stevens a "thief" and the project an utter scam, as well a handful threatening legal action. Since then, the fighting game community have used the development of ''Beast's Fury'' as a prime example of the "don'ts" of fighting game development.

to:

** Later, in January 2016, several things happened: [[http://www.furaffinity.net/journal/7298947/ an interview]] on FurAffinity [=FurAffinity=] with the developers was released, confirming that the project was cancelled. A comment by Stevens that suggested that he was entitled to the raised money ignited a massive InternetBackdraft. As documented [[https://www.youtube.com/watch?v=KTG_pSJoz40&feature=iv&src_vid=b4Sq6pkQBTc&annotation_id=annotation_2029632283 here]], several voice actors (including {{Creator/Danielle McRae}}), animators and others involved with the project -- one by one -- publicly recounted their poor experiences with it during development, which [[CreatorKiller further tattered the image of Stevens and Evil Dog]]. Meanwhile, the thousands of campaign backers who couldn't get refunds were equally livid, with many proclaiming Stevens a "thief" and the project an utter scam, as well a handful threatening legal action. Since then, the fighting game community have used the development of ''Beast's Fury'' as a prime example of the "don'ts" of fighting game development.
17th Sep '16 12:38:07 AM TheRedRedKroovy
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[[folder:R]]
* According to [[http://www.polygon.com/2016/4/14/11428072/the-great-grand-theft-auto-lawsuit-explained emails released]] following Leslie Benzies' departure from [[Creator/TakeTwoInteractive Rockstar Games]] and subsequent lawsuit against the studio and its founders, Sam and Dan Houser, two of the games that Rockstar made after the mid-'00s fell into this category in one way or another.
** The first was ''VideoGame/RedDeadRedemption'', which was apparently an unplayable trainwreck just months before its release, with Sam Houser desperately emailing Benzies begging for his help getting the game in working order. According to the lawsuit and emails, while the Housers were the "idea guys" at Rockstar, handling the story, characters, and soundtracks of their games, Benzies was responsible for overseeing programming and ensuring that the studio worked smoothly behind the scenes, and so when the Housers tried to go without Benzies on ''RDR'', they found themselves flailing in the wind. Benzies did indeed save the day, with ''RDR'' winning rave reviews and becoming the most successful non-''VideoGame/GrandTheftAuto'' game that Rockstar had ever made, but the experience produced a strained working relationship between Benzies and the Housers.
** Those strains burst open during development on the online component to ''VideoGame/GrandTheftAutoV''. ''Grand Theft Auto Online'', as it was known, was Benzies' pet project, though the Housers cared little for it and preferred to focus on the single-player story. The big sticking point for the Housers, however, was when Benzies' name was placed at the end of ''GTA V''[='=]s opening credits, a spot normally reserved for Sam Houser, indicating that he was the lead producer on the game. Apparently, Sam only found out when he sat down and played the game after release, a point that Benzies brought up in the lawsuit to question just how involved Sam was in the game's production, if he hadn't seen its opening credits until it was already released.
** After production on ''GTA V'' wrapped, Benzies received what he was told was a six-month paid sabbatical as a reward for his hard work. Instead, according to the lawsuit, this sabbatical turned out to be a prelude to a termination. When he found his work email and cell phone disabled, he went back to the studio only to find that the locks on his office had been changed, leaving him wondering if he was even still employed at Rockstar. Upon concluding that he had indeed been fired, Benzies sued Rockstar for $150 million, claiming that they had screwed him out of royalty payments. The Housers maintain that Benzies had left Rockstar voluntarily, thus dis-entitling him from royalties.
[[/folder]]
3rd Sep '16 2:02:44 PM mlsmithca
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* ''VideoGame/Action52'' is what happens when you get 4 inexperienced programmers together in a recording studio, have them work on 52 games at once in the time it take to make ''1'', constantly change ideas throughout development, and expect to kickstart a franchise with out even getting an official release. Its lucky to have even been finished.

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* ''VideoGame/Action52'' ''VideoGame/{{Action 52}}'' is what happens when you get 4 four inexperienced programmers together in a recording studio, have them work on 52 games at once in the time it take takes to make ''1'', ''one'', constantly change ideas throughout development, and expect to kickstart a franchise with out without even getting an official release. Its It's lucky to have even been finished.
2nd Sep '16 10:28:37 PM Kelothan
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* ''VideoGame/Action52'' is what happens when you get 4 inexperienced programmers together in a recording studio, have them work on 52 games at once in the time it take to make ''1'', constantly change ideas throughout development, and expect to kickstart a franchise with out even getting an official release. Its lucky to have even been finished.
27th Aug '16 9:39:04 PM KamenRiderOokalf
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** On top of this, [InternetBackdraft backlash]] erupted following the revelation that [[FurryFandom furry]] artist Adam Wan -- who was accused by the fandom of being a bully and a sexual predator -- was tied to the project. In panic mode, Evil Dog quietly dropped all mention of Wan from their crowdfunding campaigns, but they didn't officially announce if he was actually removed from the team...which led to mass speculation that Evil Dog was deliberately hiding this information. Wan's involvement [[CassandraTruth was later confirmed by one of Evil Dog's game designers on an Internet chat log]], but the whole outrage had already stricken a blow to the game's image and contributed more to the discontent of its fans.

to:

** On top of this, [InternetBackdraft [[InternetBackdraft backlash]] erupted following the revelation that [[FurryFandom furry]] artist Adam Wan -- who was accused by the fandom of being a bully and a sexual predator -- was tied to the project. In panic mode, Evil Dog quietly dropped all mention of Wan from their crowdfunding campaigns, but they didn't officially announce if he was actually removed from the team...which led to mass speculation that Evil Dog was deliberately hiding this information. Wan's involvement [[CassandraTruth was later confirmed by one of Evil Dog's game designers on an Internet chat log]], but the whole outrage had already stricken a blow to the game's image and contributed more to the discontent of its fans.
18th Aug '16 3:35:04 PM TheRedRedKroovy
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** Icelandic developer CCP, fresh off the booming success of ''VideoGame/EveOnline'', bought out a troubled Creator/WhiteWolf in 2006 hoping to get its hands on that company's lucrative tabletop gaming [=IPs=]. Almost immediately, CCP put a ''World of Darkness'' MMO in production, opening a studio in UsefulNotes/{{Atlanta}} to work on it.
** Troubles began almost immediately. While CCP, to their credit, kept on most of White Wolf's important staff and trained a stable of programmers and artists to work on the game, much of that staff wound up frequently poached to work on expansions for ''EVE'' and on the spinoff ''VideoGame/DustFiveOneFour'', causing constant delays in production that saw features being planned, partially completed, and then scrapped. Furthermore, the manager in charge of the project had little in the way of a coherent vision for the game, exacerbating the delays and the problems of work wasted on various abandoned gameplay mechanics. The game effectively reached alpha stage (i.e. with the fundamentals of its core gameplay mechanics all implemented) a total of three times, with the staff going back to the drawing board for each one.
** As production stretched out, management frequently attempted to deflect blame for the delays onto the programmers. Design meetings were described by one former developer as "whoever shouted longest and hardest would dominate".
** In 2011, the Incarna expansion for ''EVE'' experienced its own troubled production, causing CCP to bring in the Atlanta team to help finish the job that their main team in Reykjavik was struggling with. When the Atlanta team got the job done in a fraction of the time that the Reykjavik team took to do just a quarter of the work, their work ethic was vindicated, but the Reykjavik team was left bitter that they'd been shown up so badly.
** The beginning of the end came when, in the aftermath of the InternetBackdraft against CCP for introducing {{microtransactions}} to ''EVE'' as well as the failure of ''DUST 514'', CCP began cutting costs. Morale fell apart as developers saw cuts to their pay, to their free meals, and to their medical benefits, and twenty percent of the workforce was laid off by the end of 2011. A [[https://youtu.be/ch2vB1ZatPI?t=5m4s teaser trailer]] was released at EVE Fanfest in 2012, but while it got the feel and style of the source material down, it notably didn't contain anything even resembling gameplay footage. Resources were stretched even further in 2013 when CCP announced ''EVE Valkyrie'', a SpaceFighter game set in the ''EVE'' universe. At that point, its cancellation in 2014, the only product of its development being some [[http://kotaku.com/the-art-of-an-mmo-that-was-cancelled-after-nine-years-o-1666442829 cool concept art]], was a ForegoneConclusion. CCP eventually [[http://www.rockpapershotgun.com/2015/10/29/paradox-white-wolf/ sold White Wolf]] to Creator/ParadoxInteractive the following year, washing their hands of the failed ''World of Darkness'' MMO and driving the final nails into its coffin.

to:

** Icelandic developer CCP, fresh off the booming success of ''VideoGame/EveOnline'', bought out a troubled Creator/WhiteWolf in November 2006 hoping to get its hands on that company's lucrative tabletop gaming [=IPs=]. [=IPs=], chief among them being ''The World of Darkness''. Almost immediately, CCP put a ''World of Darkness'' began production on an MMO in production, based on the game, opening a studio in UsefulNotes/{{Atlanta}} to work on it.
** Troubles began almost immediately. While CCP, to their credit, kept on most of White Wolf's important staff and trained a stable of programmers and artists to work on the game, ''The World of Darkness'' was very much of secondary importance compared to the golden goose that staff was ''EVE''. Developers wound up frequently poached to work on expansions for ''EVE'' and on the spinoff ''VideoGame/DustFiveOneFour'', ''EVE'', often for months at a time, causing constant delays in production that saw features being planned, partially completed, and then scrapped. During production on the Apocrypha expansion for ''EVE'' in 2009, production on ''The World of Darkness'' halted entirely as the whole team was put to work on that project.
**
Furthermore, the manager in charge of the project had little in the way of a coherent vision for the game, game beyond "buzzword-laden rambles", exacerbating the delays and the problems of work wasted on various abandoned gameplay mechanics. The Much of this was driven by CCP's corporate culture of "the war on the impossible", the idea that they should strive to outdo all of their competitors and deliver things that nobody had ever seen before in an MMO. These grandiose ambitions led to the ''EVE'' spinoff ''VideoGame/DustFiveOneFour'', which further cannibalized the staff. Thanks to all of this dysfunction, the game effectively reached alpha stage (i.e. with the fundamentals of its core gameplay mechanics all implemented) a total of three times, with the staff going back to the drawing board for each one.
**
one as all of the disparate game mechanics failed to gel together. As production stretched out, management frequently attempted to deflect blame for the delays onto the programmers. Design meetings were described by one former developer as "whoever shouted longest and hardest would dominate".
** In 2011, the Incarna expansion for ''EVE'' experienced its own troubled production, causing CCP to bring in the Atlanta team to help finish the job that their main team in Reykjavik Reykjavik, Iceland was struggling with. When the Atlanta team got the job done in a fraction of the time that the Reykjavik team took to do just a quarter of the work, their work ethic was vindicated, but the Reykjavik team was left bitter that they'd been shown up so badly.
** The beginning of the end came in late 2011 when, in between the aftermath failure of ''DUST 514'' and the InternetBackdraft against CCP for introducing {{microtransactions}} to ''EVE'' as well as the failure of ''DUST 514'', ''EVE'', a humbled CCP began cutting costs. Morale fell apart as developers saw cuts to their pay, to their free meals, and to their medical benefits, and twenty percent of the workforce was laid off by the end of 2011. A [[https://youtu.be/ch2vB1ZatPI?t=5m4s teaser trailer]] was released at EVE Fanfest in 2012, but while it got the feel and style of the source material down, it notably didn't contain anything even resembling gameplay footage. Resources were stretched even further in 2013 when CCP announced ''EVE Valkyrie'', a SpaceFighter game for the Oculus Rift set in the ''EVE'' universe. At that point, its cancellation in 2014, the only product of its development being some [[http://kotaku.com/the-art-of-an-mmo-that-was-cancelled-after-nine-years-o-1666442829 cool concept art]], was a ForegoneConclusion. CCP eventually [[http://www.rockpapershotgun.com/2015/10/29/paradox-white-wolf/ sold White Wolf]] to Creator/ParadoxInteractive the following year, washing their hands of the failed ''World of Darkness'' MMO and driving the final nails into its coffin.
12th Aug '16 6:49:01 AM multibrawlr
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** [[InternetBackdraft Backlash]] erupted following the revelation that [[FurryFandom furry]] artist Adam Wan -- who was accused by the fandom of being a bully and a sexual predator -- was tied to the project. In panic mode, Evil Dog quietly dropped all mention of Wan from their crowdfunding campaigns, but they didn't officially announce if he was actually removed from the team...which led to mass speculation that Evil Dog was deliberately hiding this information. Wan's involvement [[CassandraTruth was later confirmed by one of Evil Dog's game designers on an Internet chat log]], but the whole outrage had already stricken a blow to the game's image and contributed more to the discontent of its fans.

to:

** [[InternetBackdraft Backlash]] On top of this, [InternetBackdraft backlash]] erupted following the revelation that [[FurryFandom furry]] artist Adam Wan -- who was accused by the fandom of being a bully and a sexual predator -- was tied to the project. In panic mode, Evil Dog quietly dropped all mention of Wan from their crowdfunding campaigns, but they didn't officially announce if he was actually removed from the team...which led to mass speculation that Evil Dog was deliberately hiding this information. Wan's involvement [[CassandraTruth was later confirmed by one of Evil Dog's game designers on an Internet chat log]], but the whole outrage had already stricken a blow to the game's image and contributed more to the discontent of its fans.



** Later, in January 2016, several things happened: [[http://www.furaffinity.net/journal/7298947/ an interview]] on FurAffinity with the developers was released, confirming that the project was cancelled. A comment by Stevens that suggested that he was entitled to the raised money ignited a massive InternetBackdraft. As documented[[https://www.youtube.com/watch?v=KTG_pSJoz40&feature=iv&src_vid=b4Sq6pkQBTc&annotation_id=annotation_2029632283 here]], several voice actors (including {{Creator/Danielle McRae}}), animators and others involved with the project -- one by one -- publicly recounted their poor experiences with it during development, which [[CreatorKiller further tattered the image of Stevens and Evil Dog]]. Meanwhile, the thousands of campaign backers who couldn't get refunds were equally livid, with many proclaiming Stevens a "thief" and the project an utter scam, as well a handful threatening legal action. Since then, the fighting game community have used the development of ''Beast's Fury'' as a prime example of the "don'ts" of fighting game development.

to:

** Later, in January 2016, several things happened: [[http://www.furaffinity.net/journal/7298947/ an interview]] on FurAffinity with the developers was released, confirming that the project was cancelled. A comment by Stevens that suggested that he was entitled to the raised money ignited a massive InternetBackdraft. As documented[[https://www.documented [[https://www.youtube.com/watch?v=KTG_pSJoz40&feature=iv&src_vid=b4Sq6pkQBTc&annotation_id=annotation_2029632283 here]], several voice actors (including {{Creator/Danielle McRae}}), animators and others involved with the project -- one by one -- publicly recounted their poor experiences with it during development, which [[CreatorKiller further tattered the image of Stevens and Evil Dog]]. Meanwhile, the thousands of campaign backers who couldn't get refunds were equally livid, with many proclaiming Stevens a "thief" and the project an utter scam, as well a handful threatening legal action. Since then, the fighting game community have used the development of ''Beast's Fury'' as a prime example of the "don'ts" of fighting game development.
12th Aug '16 6:37:17 AM multibrawlr
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** In the hopes that those who supported ''Skullgirls''[='=] crowdfunding campaign would be able to do the same for their project, Evil Dog took to the game's official forum, ''Skullheart'', as a means of promotion. What followed was Stevens and Evil Dog's lead programmer Marco Arsenault relentlessly attacking ''Skullgirls'' fans and critics on [[http://skullheart.com/index.php?threads/beasts-fury-kickstarter-is-live.6714/ two]] [[http://skullgirls.com/forums/index.php?threads/beasts-fury-updates-discussion.6723/ different]] threads. One the critics who they were especially harsh to was Mike "Z" Zaimont -- ''Skullgirls''[='=] developer, who tried to offer Evil Dog his vast game development experience and even ''the Skullgirls game engine'' for them to use, but [[WhatAnIdiot they declined his offer]]. It was also [[http://skullheart.com/index.php?threads/beasts-fury-kickstarter-is-live.6714/page-4#post-126307 suggested]] that Evil Dog [[{{Determinator}} was going out of their way]] to give the same treatment to critics on social media, to the point where they were ''following'' people across websites and live gaming streams to harass them with [[ArtistDisillusionment scathing, confrontational messages that defended the game]]. Stevens and Evil Dog were [[https://youtu.be/DslNQQ-Xmdc?t=572 condemned]] for [[CantTakeCriticism their poor handling of criticism]], which had ''decimated'' all hope of getting any support whatsoever from the ''Skullgirls'' community.

to:

** In the hopes that those who supported ''Skullgirls''[='=] crowdfunding campaign would be able to do the same for their project, Evil Dog took to the game's official forum, ''Skullheart'', as a means of promotion. What followed was Stevens and Evil Dog's lead programmer Marco Arsenault relentlessly attacking ''Skullgirls'' fans and critics on [[http://skullheart.com/index.php?threads/beasts-fury-kickstarter-is-live.6714/ two]] [[http://skullgirls.com/forums/index.php?threads/beasts-fury-updates-discussion.6723/ different]] threads. One the critics who they were especially harsh to was Mike "Z" Zaimont -- ''Skullgirls''[='=] developer, who tried to offer Evil Dog his vast game development experience and even ''the Skullgirls game engine'' for them to use, but [[WhatAnIdiot they declined his offer]]. It was also [[http://skullheart.com/index.php?threads/beasts-fury-kickstarter-is-live.6714/page-4#post-126307 suggested]] that Evil Dog [[{{Determinator}} was going out of their way]] to give the same treatment to critics on social media, to the point where they were ''following'' people across websites and live gaming streams to harass them with [[ArtistDisillusionment scathing, confrontational messages [[ArtistDisillusionment that defended the game]]. Stevens and Evil Dog were [[https://youtu.be/DslNQQ-Xmdc?t=572 condemned]] for [[CantTakeCriticism their poor handling of criticism]], which had ''decimated'' all hope of getting any support whatsoever from the ''Skullgirls'' community.



** Later, in January 2016, several things happened: [[http://www.furaffinity.net/journal/7298947/ an interview]] on FurAffinity with the developers was released, confirming that the project was cancelled. A comment by Stevens that suggested that he was entitled to the raised money ignited a massive InternetBackdraft. As shown [[https://www.youtube.com/watch?v=KTG_pSJoz40&feature=iv&src_vid=b4Sq6pkQBTc&annotation_id=annotation_2029632283 here]], several voice actors (including {{Creator/Danielle McRae}}), animators and others involved with the project -- one by one -- publicly recounted their poor experiences with it during development, which [[CreatorKiller further tattered the image of Stevens and Evil Dog]]. Meanwhile, the thousands of campaign backers who couldn't get refunds were equally livid, with many proclaiming Stevens a "thief" and the project an utter scam, as well a handful threatening legal action. Since then, the fighting game community has used the development ''Beast's Fury'' as a prime example of the "don'ts" of fighting game development.

to:

** Later, in January 2016, several things happened: [[http://www.furaffinity.net/journal/7298947/ an interview]] on FurAffinity with the developers was released, confirming that the project was cancelled. A comment by Stevens that suggested that he was entitled to the raised money ignited a massive InternetBackdraft. As shown [[https://www.documented[[https://www.youtube.com/watch?v=KTG_pSJoz40&feature=iv&src_vid=b4Sq6pkQBTc&annotation_id=annotation_2029632283 here]], several voice actors (including {{Creator/Danielle McRae}}), animators and others involved with the project -- one by one -- publicly recounted their poor experiences with it during development, which [[CreatorKiller further tattered the image of Stevens and Evil Dog]]. Meanwhile, the thousands of campaign backers who couldn't get refunds were equally livid, with many proclaiming Stevens a "thief" and the project an utter scam, as well a handful threatening legal action. Since then, the fighting game community has have used the development of ''Beast's Fury'' as a prime example of the "don'ts" of fighting game development.
11th Aug '16 10:12:20 AM multibrawlr
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** In the hopes that those who supported ''Skullgirls''[='=] crowdfunding campaign would be able to do the same for their project, Evil Dog took to the game's official forum, ''Skullheart'', as a means of promotion. What followed was Stevens and Evil Dog's lead programmer Marco Arsenault relentlessly attacking ''Skullgirls'' fans and critics on [[http://skullheart.com/index.php?threads/beasts-fury-kickstarter-is-live.6714/ two]] [[http://skullgirls.com/forums/index.php?threads/beasts-fury-updates-discussion.6723/ different]] threads. One the critics who they were especially harsh to was Mike "Z" Zaimont -- ''Skullgirls''[='=] developer, who tried to offer Evil Dog his vast game development experience and even ''the Skullgirls game engine'' for them to use, but [[WhatAnIdiot they declined his offer]]. It was also [[http://skullheart.com/index.php?threads/beasts-fury-kickstarter-is-live.6714/page-4#post-126307 suggested]] that Evil Dog [[{{Determinator}} was going out of their way]] to give the same treatment to critics on social media, to the point where they were ''following'' people across websites and live gaming streams. harass them with [[ArtistDisillusionment scathing, confrontational messages that defended the game]]. Stevens and Evil Dog were [[https://youtu.be/DslNQQ-Xmdc?t=572 condemned]] for [[CantTakeCriticism their poor handling of criticism]], which had ''decimated'' all hope of getting any support whatsoever from the ''Skullgirls'' community.

to:

** In the hopes that those who supported ''Skullgirls''[='=] crowdfunding campaign would be able to do the same for their project, Evil Dog took to the game's official forum, ''Skullheart'', as a means of promotion. What followed was Stevens and Evil Dog's lead programmer Marco Arsenault relentlessly attacking ''Skullgirls'' fans and critics on [[http://skullheart.com/index.php?threads/beasts-fury-kickstarter-is-live.6714/ two]] [[http://skullgirls.com/forums/index.php?threads/beasts-fury-updates-discussion.6723/ different]] threads. One the critics who they were especially harsh to was Mike "Z" Zaimont -- ''Skullgirls''[='=] developer, who tried to offer Evil Dog his vast game development experience and even ''the Skullgirls game engine'' for them to use, but [[WhatAnIdiot they declined his offer]]. It was also [[http://skullheart.com/index.php?threads/beasts-fury-kickstarter-is-live.6714/page-4#post-126307 suggested]] that Evil Dog [[{{Determinator}} was going out of their way]] to give the same treatment to critics on social media, to the point where they were ''following'' people across websites and live gaming streams. streams to harass them with [[ArtistDisillusionment scathing, confrontational messages that defended the game]]. Stevens and Evil Dog were [[https://youtu.be/DslNQQ-Xmdc?t=572 condemned]] for [[CantTakeCriticism their poor handling of criticism]], which had ''decimated'' all hope of getting any support whatsoever from the ''Skullgirls'' community.
11th Aug '16 10:09:01 AM multibrawlr
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** Despite the online acrimony, Evil Dog nonetheless returned with [[https://www.indiegogo.com/projects/support-beast-s-fury-fighting-game#/story another Indiegogo campaign]] and a Patreon in May 2015. Most notably, the goal was an immense $185,000, which was far more realistic -- if not daunting -- than their initial campaigns. But by this point, Evil Dog had burned so many bridges from years of incompetence and animosity, and so it was no surprise that the campaign flopped ''spectacularly''. It received only a measly $1,620 pledged from 32 backers[[note]] which the team still pocketed due to "flexible funding"[[/note]]... a mere 1% of their goal. This was followed by a damning report in which Stevens -- in anticipation of the campaign's eventual failure -- had [[ScrewThisImOuttaHere bailed on the project to focus on his personal life.]]
** Later in January 2016, several things happened in quick succession: [[http://www.furaffinity.net/journal/7298947/ an interview]] on FurAffinity with the developers was released, confirming that the project was cancelled. A comment by Stevens that suggested that he was entitled to the raised money ignited a massive InternetBackdraft. As shown [[https://www.youtube.com/watch?v=KTG_pSJoz40&feature=iv&src_vid=b4Sq6pkQBTc&annotation_id=annotation_2029632283 here]], one by one voice actors (including {{Creator/Danielle McRae}}), animators and others involved with the project publicly recounted their poor experiences with it during development, which [[CreatorKiller further tattered the image of Stevens and Evil Dog]]. Meanwhile, the thousands of campaign backers who couldn't get refunds were equally livid, with many proclaiming Stevens a "thief" and the project an utter scam, as well a handful threatening legal action. Since then, the fighting game community has used the development ''Beast's Fury'' as a prime example of the "don'ts" of fighting game development.

to:

** Despite the online acrimony, Evil Dog nonetheless returned with [[https://www.indiegogo.com/projects/support-beast-s-fury-fighting-game#/story another Indiegogo campaign]] and a Patreon in May 2015. Most notably, the The goal was an immense $185,000, which was far more realistic -- if not daunting -- than their initial campaigns. But by this point, Evil Dog had burned so many bridges from years of incompetence and animosity, and so it was no surprise that the campaign flopped ''spectacularly''. It received only a measly $1,620 pledged from 32 backers[[note]] which the team still pocketed due to "flexible funding"[[/note]]... a mere 1% of their goal. This was followed by a damning report in which Stevens -- in anticipation of the campaign's eventual failure -- had [[ScrewThisImOuttaHere bailed on the project to focus on his personal life.]]
** Later Later, in January 2016, several things happened in quick succession: happened: [[http://www.furaffinity.net/journal/7298947/ an interview]] on FurAffinity with the developers was released, confirming that the project was cancelled. A comment by Stevens that suggested that he was entitled to the raised money ignited a massive InternetBackdraft. As shown [[https://www.youtube.com/watch?v=KTG_pSJoz40&feature=iv&src_vid=b4Sq6pkQBTc&annotation_id=annotation_2029632283 here]], one by one several voice actors (including {{Creator/Danielle McRae}}), animators and others involved with the project -- one by one -- publicly recounted their poor experiences with it during development, which [[CreatorKiller further tattered the image of Stevens and Evil Dog]]. Meanwhile, the thousands of campaign backers who couldn't get refunds were equally livid, with many proclaiming Stevens a "thief" and the project an utter scam, as well a handful threatening legal action. Since then, the fighting game community has used the development ''Beast's Fury'' as a prime example of the "don'ts" of fighting game development.
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http://tvtropes.org/pmwiki/article_history.php?article=TroubledProduction.VideoGames